[QUOTE=Micr0;27778196]a beginner's coding program (it's called Turing in case you were wondering).[/QUOTE]
Fuuuuuuuck, have to use that shit in school starting this week...
[QUOTE=LieutenantLeo;27781500]Second real program made in C++. Started learning C++ on friday. I only watched like 15, 2 minutes tutorials.
[img_thumb]http://img31.imageshack.us/img31/9751/screen1nn.png[/img_thumb]
[img_thumb]http://img141.imageshack.us/img141/5971/screen2y.png[/img_thumb]
[img_thumb]http://img600.imageshack.us/img600/9692/screen3n.png[/img_thumb]
Kind of made for the Never Ending Dungeon thread in Fast Threads but really for any game like that.
I have made slight improvements but it's not worth uploading new pictures for. Just stuff on new lines and it looks cleaner.[/QUOTE]
:D "Enter C to repeat, anything else to close program"
HiredK, you should use those precomputed shadow maps to your [url=http://www.cs.utah.edu/~pmkelly/classes/cs6610/project/]advantage[/url] (if they're not baked).
I almost managed to compile MikeOS during study hall, but didn't have enough time to download imdisk.
Also downloaded portable virtual box, school doesn't check documents.
So, yeah, I'm working on an operating system based on MikeOS.
[media]http://www.youtube.com/watch?v=fAwr_iuy1p0[/media]
(More about that documents thing: a kid who's in AV has his documents full of 1GB of files (Out of a max of 150GB for the whole school), is DOSing the schools computers [i]from the computers themselves[/i], and hasn't been caught yet. My school is shit in the smarts department)
[QUOTE=Rohans;27783159]Fuuuuuuuck, have to use that shit in school starting this week...[/QUOTE]
It's pretty easy once you get used to it. It's really useful for getting into programming. I've only been using it since September and I can already make games and shit.
[QUOTE=Micr0;27784107]It's pretty easy once you get used to it. It's really useful for getting into programming. I've only been using it since September and I can already make games and shit.[/QUOTE]
Yeah, it's easy but I hate it.
[QUOTE=Rohans;27785261]Yeah, it's easy but I hate it.[/QUOTE]
It's part of the history of programming, so learn it :3
Oh yeah, one more thing, independent projects have to make a presentation to the entire school on March 30.
I've laid out a rough schedule of what needs to get done when by the end of each week if we want to be near completion by March 30th, so that we can say "It's on the market right now, go download it" instead of "Within the next few months we'll be releasing it".
It's an insane schedule. It will be nearly impossible to get everything done in time, but that makes getting it done all the better. Physics is nearly done (there's still some occasional "I'm halfway in a wall" moments, but other than those...), and for the end of this week, I'm planning on having tileset-based animations done, having the game somehow notify the Activity that the game is over so it can return to the main menu, and parsing a level from XML (we have a lot of nested Entities and we're planning on linking objects together by referencing IDs)
Why not shrink the player a bit when they try to go through a door?
[url=http://www.screencast.com/t/HmvJL42HXETH]Video of searching for songs[/url]
Note that that video is so slow because my computer runs the android emulator like shit. I'll post a video of the app running on an ACTUAL device once I get my hands on one.
[QUOTE=ZenX2;27786027]Why not shrink the player a bit when they try to go through a door?[/QUOTE]
we're definitely going to change the tile size at this point. First to get it to scale properly on different sized screens, second so that entrances like that door won't be so narrow.
But I just got a few physics fixes from my friend. Looks like some things were fixed, but a new bug was introduced... laying anything on a button causes it to very quickly move between the on state and the off state. Investigating this now...
[QUOTE=robmaister12;27787517]we're definitely going to change the tile size at this point. First to get it to scale properly on different sized screens, second so that entrances like that door won't be so narrow.
But I just got a few physics fixes from my friend. Looks like some things were fixed, but a new bug was introduced... laying anything on a button causes it to very quickly move between the on state and the off state. Investigating this now...[/QUOTE]
How are you doing the collision detection? You could use [url=http://en.wikipedia.org/wiki/Separating_axis_theorem]separating axis theorem[/url] if the physical bodies aren't axis aligned.
The detection of collision is just fine, we got Seperating Axis Theorem working a while ago, I've got homework to do right now, but I suspect there's something inside the main loop that's just setting the button's state to off every single frame. It shouldn't be to hard to pinpoint, I just need some time to do it.
[editline]31st January 2011[/editline]
hmm, procrastinated a bit, figured out what it was. Basically, each entity stores an ArrayList of other Entities it's currently colliding with. If that list is clear, meaning nothing else is colliding with it, it would run the entity's "uninteract" method. It spazzes out when there's only a single entity on the button, so I need to find out which conditional is being incorrectly returned, and why.
[QUOTE=supersnail11;27784092]is DOSing the schools computers [i]from the computers themselves[/i], and hasn't been caught yet. My school is shit in the smarts department)[/QUOTE]
omgomg hes S0 1337 h4xoR
Figured it out, it was a lot simpler than I thought, actually. I just moved one of the conditionals inside the other one. Basically from this:
[code]if (isColliding && !containOtherEntity)
//interact entities
else if (entitiesContainEachOther)
//uninteract entities[/code]
to
[code]if (isColliding)
{
if(!containOtherEntity)
//interact entities
}
else if (entitiesContainEachOther)
//uninteract entities[/code]
Before, it would consider them not colliding solely based on the fact that the entities were in each other's colList, something that occurs when they collide. So now they'll only uninteract if they aren't colliding, not right after it collides.
[editline]31st January 2011[/editline]
also, the only issue we have with physics right now is when the moving object has an edge hitting a vertex of a solid object. Even that's working to some degree. collision detection works almost perfectly right now, circle vs square has some minor issues, but that may just be the fact that we're using low-res textures that give a very rough outline of the circle's perimeter.
Oh yeah and I just fixed the door's random disappearing, there was a division by 0 when we told it to interpolate to the point it was currently at. Figured it out when I was poking around with the debugger, trying to see what was going on with the button.
2 simple conditionals fixed the issue entirely.
Fructose can now interop with PHP :toot:
Here's the relevant commit: [url]https://github.com/charliesome/Fructose/commit/81e4d4f4da894064909d0d5eb463535ffd7eade9[/url]
And here's a lovely example:
[b]PHPCall.php[/b]
[php]
<?php
function foo()
{
return 42;
}
function fact($n)
{
if($n <= 1)
return 1;
return $n * fact($n - 1);
}
class MyClass
{
function foobar()
{
echo $this->msg . "\n";
}
}
function myClassFactory()
{
return new MyClass;
}
[/php]
[b]PHPCall.rb[/b]
[code]
#TEST EXPECTS:
#42
#720
#from php
#from fructose
require :phpcall
require 'Tests/PHPCall.php'
puts phpcall(:foo)
puts phpcall(:fact, 6)
phpobj = phpcall :myClassFactory
phpobj.attr_set :msg, "from php"
phpobj.call :foobar
phpobj.attr_set :msg, "from fructose"
puts phpobj.attr :msg
[/code]
[editline]1st February 2011[/editline]
Unfortunately it can't call native PHP functions or constructors because I haven't found a way to call those with an array as arguments.
[QUOTE=Venice Queen;27789733]Unfortunately it can't call native PHP functions or constructors because I haven't found a way to call those with an array as arguments.[/QUOTE]
[code]
<?php
call_user_func_array("mysql_connect", array("server.com", "username", "etc"));
?>
[/code]
[editline]1st February 2011[/editline]
Info on [url=http://php.net/manual/en/function.call-user-func-array.php]call_user_func_array[/url] here. It talks about it some more and shows you how you can call member functions of objects and suchlike. :smile:
[QUOTE=mechanarchy;27790095]Info on [url=http://php.net/manual/en/function.call-user-func-array.php]call_user_func_array[/url] here. It talks about it some more and shows you how you can call member functions of objects and suchlike. :smile:[/QUOTE]
I didn't think the call_user_func family could call native functions? I'm already using it for phpcall but if it works on native functions, all the better!
[editline]1st February 2011[/editline]
Just tried it and it works. Why the hell did they put the word 'user' in there then? Fucking PHP.
[QUOTE=Venice Queen;27790116]I didn't think the call_user_func family could call native functions? I'm already using it for phpcall but if it works on native functions, all the better!
[editline]1st February 2011[/editline]
Just tried it and it works. Why the hell did they put the word 'user' in there then? Fucking PHP.[/QUOTE]
[code]
<?=maintain_will_to_live_despite_naming_convention()?>
[/code]
As much as I like php I find it becomes an unintelligible mess of spaghetti code and a thousand alternate cases to try and get things to work on other servers where settings may be altered. Plus, like I just pointed out, the naming convention is painful to say the least.
[QUOTE=mechanarchy;27790132]As much as I like php I find it becomes an unintelligible mess of spaghetti code and a thousand alternate cases to try and get things to work on other servers where settings may be altered. Plus, like I just pointed out, the naming convention is painful to say the least.[/QUOTE]
You'll love Fructose then!
Turb, you just gave me the brain fart I needed to finish my entity management system.
Why didn't I think of this before?
I want to create my own little 3d OGL engine like HiredK and Layla. I just need to update my math lib and poffff.....
[QUOTE=likesoursugar;27791585]I want to create my own little 3d OGL engine like HiredK and Layla. I just need to update my math lib and poffff.....[/QUOTE]
My goal was to create triangles from a VBSP version 20 file. Having a goal to create an "engine" means there's no real end to it. If you design what you NEED around a game then you have a goal and code that could be useful for other projects.
That's my opinion anyway, you're free to do what you like.
[QUOTE=layla;27792538]My goal was to create triangles from a VBSP version 20 file. Having a goal to create an "engine" means there's no real end to it. If you design what you NEED around a game then you have a goal and code that could be useful for other projects.
That's my opinion anyway, you're free to do what you like.[/QUOTE]
That's sort of describing bottom up and top down design / implementation. Top down means you look at what you need and build it from the requirements down (make a program, add features as you need them / recognise that you will need them at some point). Bottom up is where you build a load of things that you think you'll need then build up from that (make a library with loads of functions to do certain things, then use it to make the product - redundant features + lack of useful features may occur).
Top down is generally prefered AFAIK although in reality a bit of both is what actually happens. For an engine, it's probably best, even if your end goal is an engine rather than a game, to develop the game and engine at the same time, although of course keep them separable. It will end up more useful from it IMO.
What? Like: I want an engine with interchangeable renderer (differed shading, lighting and some sort of GI), that maximizes the use of all the cores eg. streaming data and separated physics. The engine will also use datamaps for entities to allow for fast entity creation.
[QUOTE=Frugle;27744802]Hello, I'm working on random weapon generator. I have the weapon name and rarity generating somewhat done. Next I will implement the stat generating.
[img_thumb]http://anyhub.net/file/1EdX-randomwpnnamesv2.png[/img_thumb]
Names are assembled from various words that I store in text files. In the finished version they will be stored in a database.
I calculated that the number of different names it is able to generate is about 13,5 million.
Later I will use this for my rpg I'm planning to do.[/QUOTE]
Tried to make a weapongenerator too :D In python
[img]http://imgur.com/3lKLp.png[/img]
Ah damn, the blurry image problem was painfully easy to fix. I forgot that Android doesn't use pixels as measurement unit, so I just had to put bigger pictures in the same space.
Well I now have on it's way a HTC Desire HD, finally decided a contract phone was worth it.
[QUOTE=nekosune;27794957]Well I now have on it's way a HTC Desire HD, finally decided a contract phone was worth it.[/QUOTE]
What evil person changed your title to that abomination?
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